[Mod] Aggressive AI 2.5 (2019.01.18) - Support Ended.

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Requiemfang
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Re: [Mod] Aggressive AI 1.4

Post by Requiemfang »

tommygunner1990 wrote: Sat, 5. Jan 19, 01:21 doesnt work for me, gets stuck on loadding screen when starting a new game or loading a previous save. gets stuck on 68%
are you using any other mods when trying to use this mod?
7ate9tin11s
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Re: [Mod] Aggressive AI 1.4

Post by 7ate9tin11s »

tommygunner1990 wrote: Sat, 5. Jan 19, 01:21 doesnt work for me, gets stuck on loadding screen when starting a new game or loading a previous save. gets stuck on 68%
68% is a kinda weird point, that should be right at the end of loading models/textures and the beginning of god/jobs stuff (I think). From the times I have really screwed stuff up, my scripts don't lock things up till 90% or more when the game begins executing orders and starting attacks before becoming playable. Are you playing with any custom ships? Or are you using something prior to Windows 10 and trying to use the loose file mod instead of the cat/dat?
7ate9tin11s
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Re: [Mod] Aggressive AI 1.4

Post by 7ate9tin11s »

Scoob wrote: Fri, 4. Jan 19, 17:59 Hi,

I updated from 1.3 to 1.4 this evening and loaded my game and saw an instant massive FPS drop as soon as my ships engage an enemy.

My saved game was at a point where I had my small fleet defending an area, so they'd engage any Xenon coming through the gate there. I had no such slow-down under 1.3, but 1.4 is a bit of a show-stopper sadly.

Basically, my FPS with fleet patrolling but NO enemies near = a vSync'd 60fps. As soon as a single Xenon flies through the gate into the sector I'm at 6fps.

When the enemy is destroyed, my FPS slowly recovers about 2fps every second or so, until it's back up to 60. Darn weird!

Edit: after the first Xenon incursion since updating to 1.4, things appear to have settled down. Perhaps it was something refreshing in the script data on ships in the sector. Regardless, a later Xenon incursion saw my fps remain stable. Panic over! lol.

Any ideas?

Scoob.
:gruebel: ...that sounds like what happened with patrol looping. I am betting there is a targeting loop happening in some type of ship then. Been tweaking and fixing things in targeting for 1.5, but that sounds exactly like the reason I did not include close patrols in 1.3 :rant:

1.4 was smooth in large combat for me though, but I only tested combat between AI fleets. Thus, I probably need to reexamine any player-only routines then. If you happen to run it with the debug log enabled I could really use the output :D
Scoob
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Re: [Mod] Aggressive AI 1.4

Post by Scoob »

7ate9tin11s wrote: Sat, 5. Jan 19, 06:58 :gruebel: ...that sounds like what happened with patrol looping. I am betting there is a targeting loop happening in some type of ship then. Been tweaking and fixing things in targeting for 1.5, but that sounds exactly like the reason I did not include close patrols in 1.3 :rant:

1.4 was smooth in large combat for me though, but I only tested combat between AI fleets. Thus, I probably need to reexamine any player-only routines then. If you happen to run it with the debug log enabled I could really use the output :D
I did further testing last night, and the massive slow-down didn't occur again. I hadn't reloaded or anything at the time....I just let the low-fps battle play out, saw the FPS recover over the space of about 30 seconds after the single Xenon was killed. When the next Xenon popped through, FPS remained pretty steady, no massive dip.

Scoob.
Buzz2005
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Re: [Mod] Aggressive AI 1.4

Post by Buzz2005 »

did you maybe make god in a new game use 3 dimensions for puting stations?
started a new game and stations are all over up down

another mod sectorsatellite sometimes dont detect the station bc the probes are all on the ecliptic and the stations is way up

im not complaining this is great, space has 3 dimensions ego :p
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
7ate9tin11s
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Re: [Mod] Aggressive AI 1.4

Post by 7ate9tin11s »

Buzz2005 wrote: Sat, 5. Jan 19, 15:58 did you maybe make god in a new game use 3 dimensions for puting stations?
started a new game and stations are all over up down

another mod sectorsatellite sometimes dont detect the station bc the probes are all on the ecliptic and the stations is way up

im not complaining this is great, space has 3 dimensions ego :p
Did not touch stations or god at all, though I did make it so battles can occur in all 3 dimensions (Yes, originally they were made to be on a 2d plane...which is why the Xenon K was a joke since its best turret coverage is down). Perhaps station builders got caught in combats and since they are shifted from plane zero the stations are too? Would be a weird side-effect
7ate9tin11s
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Re: [Mod] Aggressive AI 1.4

Post by 7ate9tin11s »

Scoob wrote: Sat, 5. Jan 19, 14:00 I did further testing last night, and the massive slow-down didn't occur again. I hadn't reloaded or anything at the time....I just let the low-fps battle play out, saw the FPS recover over the space of about 30 seconds after the single Xenon was killed. When the next Xenon popped through, FPS remained pretty steady, no massive dip.

Scoob.
Ok, good to hear. It sounds like the loading of games is rough for combat upgrades. Especially when I put in new features.
Buzz2005
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Re: [Mod] Aggressive AI 1.4

Post by Buzz2005 »

7ate9tin11s wrote: Sat, 5. Jan 19, 16:30
Buzz2005 wrote: Sat, 5. Jan 19, 15:58 did you maybe make god in a new game use 3 dimensions for puting stations?
started a new game and stations are all over up down

another mod sectorsatellite sometimes dont detect the station bc the probes are all on the ecliptic and the stations is way up

im not complaining this is great, space has 3 dimensions ego :p
Did not touch stations or god at all, though I did make it so battles can occur in all 3 dimensions (Yes, originally they were made to be on a 2d plane...which is why the Xenon K was a joke since its best turret coverage is down). Perhaps station builders got caught in combats and since they are shifted from plane zero the stations are too? Would be a weird side-effect
yes I know you did not touch stations or god spawning but all the stations on a vanilla start that I added all the mods later had them all on the same strait plain, nice but weird indeed
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
clzcoolzpro
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Re: [Mod] Aggressive AI 1.4

Post by clzcoolzpro »

Need clarification with this.
"No Deployables On NPC Ships"
Replace the existing loadoutrules.xml file in AggressiveAI\libraries with this file to prevent new ships from having any deployables to use.

Does this mean the ships i own or the ai(other factions)?
7ate9tin11s
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Re: [Mod] Aggressive AI 1.4

Post by 7ate9tin11s »

clzcoolzpro wrote: Sun, 6. Jan 19, 06:57 Need clarification with this.
"No Deployables On NPC Ships"
Replace the existing loadoutrules.xml file in AggressiveAI\libraries with this file to prevent new ships from having any deployables to use.

Does this mean the ships i own or the ai(other factions)?
AI ships, you may still use deployables on your ship however you want. Would recommend not installing it though, removes some of the randomness of combat :D
unit757
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Re: [Mod] Aggressive AI 1.4

Post by unit757 »

Did you change the way capitals attack stations OOS? I noticed that my XL sized ships will initially go close to the station, and then fly off either way below or way above it no longer doing damage, and L ships won't stay back and use their main guns and instead seem to zip around the station doing... stuff(tm).

I deleted move.attack.object.capital to see if it fixes it, although I have yet to try and shoot stations since then.
StonedMajorTom
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Re: [Mod] Aggressive AI 1.4

Post by StonedMajorTom »

unit757 wrote: Sun, 6. Jan 19, 08:29 Did you change the way capitals attack stations OOS? I noticed that my XL sized ships will initially go close to the station, and then fly off either way below or way above it no longer doing damage, and L ships won't stay back and use their main guns and instead seem to zip around the station doing... stuff(tm).

I deleted move.attack.object.capital to see if it fixes it, although I have yet to try and shoot stations since then.
I can confirm that. my destroyers are completely useless with this mod. :( my destroyer fly above a station (out of range) and do nothing. I hope, you can fix that.
7ate9tin11s
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Re: [Mod] Aggressive AI 1.4

Post by 7ate9tin11s »

unit757 wrote: Sun, 6. Jan 19, 08:29 Did you change the way capitals attack stations OOS? I noticed that my XL sized ships will initially go close to the station, and then fly off either way below or way above it no longer doing damage, and L ships won't stay back and use their main guns and instead seem to zip around the station doing... stuff(tm).

I deleted move.attack.object.capital to see if it fixes it, although I have yet to try and shoot stations since then.
StonedMajorTom wrote: Sun, 6. Jan 19, 16:14 I can confirm that. my destroyers are completely useless with this mod. :( my destroyer fly above a station (out of range) and do nothing. I hope, you can fix that.
I'll look into it. It may be that allowing for 3d flight is not possible for capital ships then :gruebel:
BlackRain
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Re: [Mod] Aggressive AI 1.4

Post by BlackRain »

From what I saw after testing destroying a shipyard with 20 plus capital ships. They flew to the station, didn't fire immediately and I was wondering what they were doing for a while as they flew around the station or above and below it.

Eventually they did start firing on it but it took a bit. Also, I don't know why but I had to every once in a while order the fighters to attack the station again, they would attack for a while but then stop attacking at some point and just sit there. M and S ships.
7ate9tin11s
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Re: [Mod] Aggressive AI 1.4

Post by 7ate9tin11s »

BlackRain wrote: Sun, 6. Jan 19, 17:11 From what I saw after testing destroying a shipyard with 20 plus capital ships. They flew to the station, didn't fire immediately and I was wondering what they were doing for a while as they flew around the station or above and below it.

Eventually they did start firing on it but it took a bit. Also, I don't know why but I had to every once in a while order the fighters to attack the station again, they would attack for a while but then stop attacking at some point and just sit there. M and S ships.
I think I am getting an idea on the issue...it is build storage again. The main targeting routine all the ships use is locking into build storage (as we know it loves to do) and has no back out path to get back to just attack the station. For the moment deleting both move.attack.object.capital.xml and (if it exists in your version) lib.target.selection.xml should make things playable again. I should have a hotfix out today though
unit757
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Re: [Mod] Aggressive AI 1.4

Post by unit757 »

One other thing to look into at some point could be destroyers constantly shooting their main guns when attacking a target, even if the ship is pointed in the opposite direction, they just keep shooting at nothing.
Buzz2005
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Re: [Mod] Aggressive AI 1.4

Post by Buzz2005 »

the xenon are still keeping busy attacking build storages :D
https://imgur.com/M6q7DJK

and can confirm that destroyers are shooting main guns all the time at nothing
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
7ate9tin11s
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Re: [Mod] Aggressive AI 1.4

Post by 7ate9tin11s »

unit757 wrote: Sun, 6. Jan 19, 20:43 One other thing to look into at some point could be destroyers constantly shooting their main guns when attacking a target, even if the ship is pointed in the opposite direction, they just keep shooting at nothing.
Buzz2005 wrote: Sun, 6. Jan 19, 21:11 and can confirm that destroyers are shooting main guns all the time at nothing
Found that one, main guns are weird on destroyers and cannot have a widened firing aperture. Getting closer on the station attacking directional stuff, testing found another issue I am clearing up.

Status update: Currently getting a 5-10fps drop compared to vanilla. Something is looping and I am tracking it down... :evil:

1.5 Released! Loop occurs when scripts use their ship size for range and it does not match the fighters size or deployment area. Thus the fighter is deployed to attack when it cannot reach the target from its starting point. Fixed by using a one-time loop pass where the pilot will just ignore the idiot commander when launched with conflicting orders :lol:

Let me know if the escort distances need to be tightened down, I broadened them to lessen loop chances.
Last edited by 7ate9tin11s on Mon, 7. Jan 19, 07:13, edited 1 time in total.
7ate9tin11s
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Re: [Mod] Aggressive AI 1.4

Post by 7ate9tin11s »

Buzz2005 wrote: Sun, 6. Jan 19, 21:11 the xenon are still keeping busy attacking build storages :D
https://imgur.com/M6q7DJK

and can confirm that destroyers are shooting main guns all the time at nothing
Give 1.5 a try in a fresh game or when a new assault starts, nailed down a few more instances (if you load the game they will still continue attacking it since it is in their target queue)
adzipp
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Re: [Mod] Aggressive AI 1.4

Post by adzipp »

7ate9tin11s wrote: Mon, 7. Jan 19, 06:48
Buzz2005 wrote: Sun, 6. Jan 19, 21:11 the xenon are still keeping busy attacking build storages :D
https://imgur.com/M6q7DJK

and can confirm that destroyers are shooting main guns all the time at nothing
Give 1.5 a try in a fresh game or when a new assault starts, nailed down a few more instances (if you load the game they will still continue attacking it since it is in their target queue)
i have noticed that the s and m ships still use they boost and drain they shields to dust. if you have time may be worth to look at it issue.

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